Reforged Eden Scenario

Discussion in 'Scenarios' started by Vermillion, Jul 16, 2020.

  1. Kassonnade

    Kassonnade Rear Admiral

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    @Scoob

    "Desync" is not only tied to networking. There are 2 loops running in parallel in the game (Unity): the "physics" loop, which is the "simulation" where all math / collision / event triggering is done, and which is on a fixed time (invariable, usually 60 times per second), and then there is the "render" loop which is responsible to display some of the physics results (some are buffered) and all the visuals. The render loop may have some variation, it will not impact the physics loop which is fixed.

    Ex: the physics may properly calculate where a NPC is, what he is doing (shooting at you) and that the shots effectively reached you, but the "render" loop may be stuck processing the previous frames, and might skip some to catch up, depending on the buffering method chosen and the ordering of methods/ calls.

    When playing on a server in our own house, with no internet lag, the server just needs to take care of the physics loop (simulation) and sends this data to the client, which only needs to take care of the rendering, and of the local physics which are not managed by the server (ex. water or particle effects).

    So a "desync" can (and does indeed) occur quite regularly on a local machine/ game, between the physics loop and the render loop, with results similar to an online session.
     
    #1721
    Last edited: May 12, 2022
  2. Scoob

    Scoob Rear Admiral

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    Thanks for the explanation @Kassonnade. I do recall in the past that 50 "physics" per second was the magic number. So much so that limiting the frame rate to 50, as opposed to the more common 60, would make the game consistently more, erm, consistent with less random gremlins and animation snags. My understanding is that this changed quite some time ago now as the game (generally) runs perfectly smoothly at 60 fps, but with the odd issue as described when things are perhaps a little more crowded than vanilla intended.

    I might actually play with setting up a (very) local server on the same machine, just for fun and to see how it plays. Purely just for the sake of tinkering you understand. I suspect though that my several year old notes for setting up a server are woefully obsolete now.

    I do feel that while Empyrion with the Reforged Eden Scenario doesn't really push my PC (other than GPU if I put the settings up) it certainly does push some of the game's internal gubbins, leading to odd occurrences such as those I originally mentioned.
     
    #1722
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  3. Kassonnade

    Kassonnade Rear Admiral

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    @Scoob

    I use the terms "Physics" and "render" loops because that is the common conception in most other games systems, but in Unity these are called "fixed update" and "update". Here's a more complete explanation :

    https://gamedevplanet.com/the-difference-between-update-and-fixedupdate-in-unity/

    Obviously, problems can also occur when the computer is capable of running the game at 120 fps, since it will double the physics update's rate. And not all physics-related tasks are based on the "fixed update" timer, they can be passed to the simple "update" cycle to be in sync with a high framerate (ex.player controls) to avoid choppy movement.
     
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  4. Myrmidon

    Myrmidon Rear Admiral

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    On my Ubutnu 22.04 LTS, Kernel Liquirix 5.17.05.2 PC R7 3700X GTX 1070 @ 150W tdp forced, I set FPS to 120 feels smooth with Adaptive VSync (software on mangohud). Monitor is gsync compatible but have it disabled due to issues I have yet to solve (3ple monitor setup with different max refresh rates and other issues). All feel playable and even at low FPS there is just that feeling of slow/"heavy" response but no frame brakes tearing etc.
     
    #1724
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  5. Scoob

    Scoob Rear Admiral

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    Yeah, I get what you're saying @Kassonnade.

    The render and physics certainly get out of sync quite badly at times. Probably one of the more noticeable ones for me in RE is when large groups of enemies rush the player at one time. In theory, I simply cannot miss when using a Minigun or a Flamethrower as these enemies rush me, but time and time again my shots "miss" passing right through them to deal no damage. It'd be ok, I suppose, if my shots then hit the ones behind but that doesn't seem to happen lol. I suspect while the visuals show them zigging, the physics thinks they're zagging so my shots frequently "miss". All the while FPS is locked at 60 (my vSync) yet the game is playing like it's at a far lower fps. This is that slow / heavy response that @Myrmidon reports. Another example would be enemy movement not being smooth. The game is running at a solid 60fps, yet enemies - especially the faster critters - almost appear to skip a couple of frames as they move, making aiming harder than it should be. Add to that seeing enemies instantly change vector when turning, rather than their being a smooth transition, it's all things that don't reflect the good fps as part of the game doesn't appear to be running at anywhere near that fps.

    This is the ongoing issue with the game sadly. RE turns things up a few notches in regards to enemies (and many other things too, of course) but the engine cannot cope at times, despite suggesting all is well with good FPS and low PC resource usage.

    I think other things can lag far more significantly too. For example, a POI designer might set an enemy to spawn in front of the player when they activate a certain signal, passing a certain point. However, myself and others have noticed this spawning getting delayed. So, rather than something appearing in front of the player as they approach, the spawning is delayed so they appear right on top of the player - which isn't intended and makes things harder. This might explain why enemies regularly pop into existence right in front of the player too, when perhaps the intent was that they spawn off screen / out of player line of sight. Less of an obvious delay, they're still in front of the player as intended, but their popping in suddenly like that isn't what the POI designer desired.

    While having loads of enemies around is one of the many fun aspects of RE, I think the engine is struggling to have it all work properly, despite the FPS remaining just fine.

    It's often the case when games are modded, significantly improving many aspects of said game, that certain things break down before there's any obvious performance degradation. Empyrion is not unique in this regard.

    Game is still good and RE is a great addition, it's just these issues are quite irksome at times as it's the underlying engine that's struggling to keep up it seems.
     
    #1725
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  6. Aaron(Wakfu)

    Aaron(Wakfu) Commander

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    hey ravien what faction are the vrishni?

    i also found xenu fleet headquaters, but the system is way too laggy to try it.. 5fps. and a restart fixed that. of my pc. back up to 80 fps. so empyerion has a memory leak dont it. noticed ram was 70% used before the restart after playing a few hours and now its 50% used on restarting pc.
     
    #1726
    Last edited: May 14, 2022
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  7. ravien_ff

    ravien_ff Rear Admiral

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    It's a hostile faction (forget if I set it to warlord or alien).
     
    #1727
  8. Scoob

    Scoob Rear Admiral

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    Is it intended that Polaris are neutral with the Pirate faction? I was jumped by two Pirate CV's in space the other day, a Corvette and a larger vessel. While I could take out the Corvette, I could not handle the larger vessel. I had tried to draw both these ships towards a nearby patrolling Polaris Destroyer, hoping its guns would come to my aid. I successfully got them in close proximity to it, but they ignored each other.

    Note: I even got the Pirates to accidentally hit the Polaris Destroyer a number of times, but there doesn't appear to be any sort of "agro" mechanic.

    My standing with the Polaris is very good, my standing with the Pirates very bad, but I'm unaware if that has any bearing on things. Can relations between Factions be affected by the player's own standing at all?

    Oh, I did take out the larger Pirate CV in the end. I flew near some rings and it got stuck, so I could then pick it apart. It didn't depawn, but did the moment I reloaded a save after a short break. I'd already looted and salvaged fully by then though, now I know how the game's overly-aggressive clean-up works upon reload.
     
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  9. ravien_ff

    ravien_ff Rear Admiral

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    Polaris are not set to attack NPCs.
     
    #1729
  10. Aaron(Wakfu)

    Aaron(Wakfu) Commander

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    are they totally random or you can find the vrishni in specific spots? i found mine in a q95 in neutral territory
     
    #1730
  11. Ente

    Ente Commander

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    There is something that has been bugging me a while now with the Scenario as well as Vanilla: The value of basic materials and xeno seems way too high compared to the effort it takes to get them.

    That actually isn't a good thing for the player, as there aren't enough traders (or more specific: traders with enough trade-volume) to really capitalise on this. But it leads to vastly inflated repair costs if you want to repair the armor of an armor-tanked ship.
    For my current mid-game C9 ship I can, for example, end up with 2million+ in repair costs, just by loosing the Armor and decoys. The decoys are 2 small generators and up to 8 small thrusters, so I am pretty sure those aren't the cost-driving factor.
    When I do repair it with the repair bay the costs aren't really an issue (about 8k of each basic resource + xeno), as the basic materials as well as xeno are really easy to obtain in quantities. Much easier than the associated 2million+ credits on the station repair cost.

    The issue also showed up when Spanj's SAS faction did the cost estimates for their ship-prices. They initially ended up with waay higher prices for ships than anyone would be willing to pay, as they started with the ingame values for the resources.
     
    #1731
  12. ravien_ff

    ravien_ff Rear Admiral

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    Unfortunately repair costs of stations need to be set decently higher than the market value of the blocks they are repairing, otherwise you can gain infinite money from repairing things over and over.
    Likewise you can't just lower the market price of the components without making selling them worthless.
     
    #1732
  13. Ente

    Ente Commander

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    Honestly they are already worthless. Armor blocks take only plates, which are only worth anything in huge quantities. And there is no one that buys them in huge quantities. Same is true for many of the other basic components.
    If they have any value at all to me as a player, then that value originates from the production time saved by having them. (Or of course the resources represented, when we talk about huge quantities, see above)
     
    #1733
    Last edited: May 15, 2022
  14. Vermillion

    Vermillion Rear Admiral

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    P3 Factories buy Steel Plates (9k), Titanium Plates (8k) and Sathium plates (5.6k)
    Thermal Interactions buy Titanium Plates (8k)
    Shipyards buy Steel Plates (10k), Titanium Plates (8k) and Sathium plates (4k)
    And there are 2-3 more traders that buy 1.5k steel plates as well.

    I don't know what the PE repair costs are set to via station services. Probably higher than i'd personally recommend.
    1.25-1.5 for a shipyard
    1.75-2.0 for a trade station

    There are no RG traders that would pay more than 0.75 of market price for any block.

    The vanilla repair costs are set at 8x market value btw, and the repair costs of armor blocks in vanilla varies between 30% higher and 120% higher than reforged.
    The difference is all the money exploits in vanilla that have been intentionally put there to break any consideration of an economy. Repairs are basically free in vanilla because money is handed out in such massive sums for zero effort.

    With 1.7 RE: Theta-4 supply station was returned to the original blueprint I built. The number of people who've come forward to complain that the traders are gone know that the traders provided an infinite loop of money and abused the exploit not only in vanilla, but previous versions of RE so badly that they're offended that the exploit was removed.
     
    #1734
  15. Ente

    Ente Commander

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    I stand corrected. Well partly, we do have a somewhat different understanding what constitutes a "huge quaantity". The repair bill from the example I mentioned would be double what the Shipyard would buy, and then still some since it doesn't cover xeno.
    If anything, that isn't a good way to solve the issue from a gameplay perspective, since anything that will allow me to convert the necessary amounts of resources to cash under current pricing will also provide so much income that it will dwarf any other activity to make money. Mind my point was that the stuff is overvalued.

    I, for one, never realised you could circletrade there. Would not have done it anyways, too exploity for my taste. I however greatly miss the traders since it was the most common place in 1.6 to get coolant, which is needed for several Project Eden Weapons (as well as miner fuel now) and can be hard to come by in sufficient quantities.
     
    #1735
    Last edited: May 15, 2022
  16. Scoob

    Scoob Rear Admiral

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    Thanks for confirming. I know some factions will attack other factions, but I don't know what they are - is that information available anywhere? I.e. how factions relate to factions other than player ones?
     
    #1736
  17. ravien_ff

    ravien_ff Rear Admiral

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    I'll make a note to go through the repair cost settings for the next hot fix as some of them may be set too high.
     
    #1737
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  18. Aaron(Wakfu)

    Aaron(Wakfu) Commander

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    seems it would be a massive undertaking to overhaul trading AND counter exploits...
     
    #1738
  19. Aaron(Wakfu)

    Aaron(Wakfu) Commander

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    I get to interact with vermillion on discord but not ravien, so @ravien, i figure alot of people myself included are really enjoying the new weapons you created. the lx 25 railgun, cruise missiles (emp, normal) mx-4 torpedoes, adds variety and choice and different specs, instead of same old all the time. effects are awesome too.

    wanted to show you a little feedback on the mats to build some stuff. https://snipboard.io/ribOCn.jpg

    in the screenshot you can see quite the same materials in both of those, but the artillery gives you three and the emp missile gives you one, so I would say it is the most expensive ammo. Even swarm rockets give you 25 per count given you use swarm salvage to make. nice trade off. But thats a lot of materials to produce one missile.

    Just a thought. Produce 2 missiles?
     
    #1739
  20. me777

    me777 Commander

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    I have big troubble aquireing quantums from legacy ships, they have high dps hitscan weapons and good shields. I can not down their shields bevore mine go down.
    Also I literally burn thru hundreds of laser charges just to down the shields. sometimes I had to run back home because I ran out of ammo.

    Can someone suggest a (non-quantum) ship and tactic?

    Or should I hunt drone parts first and get an aux core?
    For this I have even less experiance...

    Right now i'm stuck at the non-quantum level and don't manage to advance further... So I seek advice now.
    Thanks.
     
    #1740

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